Using Maths Games Effectively: What Parents and Teachers Need to Know

Mathematics is a core subject within the UK National Curriculum, underpinning learning across science, technology, and everyday problem-solving. For children aged 6–11, corresponding broadly to Key Stage 1 (KS1) and Key Stage 2 (KS2), the development of secure mathematical understanding is essential.

In recent years, maths games—both physical and digital—have become increasingly visible in homes and classrooms. When used thoughtfully, games can support learning; when used poorly, they can distract from it.

This article explains how maths games can be used effectively and responsibly to support children’s learning. It is written for UK parents and primary school teachers seeking clear, evidence-informed guidance aligned with curriculum expectations. The focus is not on promoting tools, but on understanding principles, benefits, limitations, and best practice.

Why Maths Games Matter in UK Primary Education

Children between the ages of 6 and 11 are developing foundational mathematical concepts, including number sense, calculation strategies, fractions, geometry, and problem-solving. At this stage, engagement and confidence are as important as accuracy.

Maths games can matter because they:

  • Provide opportunities for repeated practice without monotony
  • Encourage active participation rather than passive completion
  • Support motivation, particularly for reluctant learners
  • Allow pupils to apply skills in varied contexts

However, games are not a replacement for high-quality teaching. In the UK context, they are best understood as supporting resources that complement structured lessons and curriculum-led objectives.

Using Maths Games Effectively: What Parents and Teachers Need to Know

What Counts as a Maths Game?

A maths game is any structured activity with rules and a clear goal that requires the use of mathematical thinking to succeed. This includes:

  • Board or card games involving number operations
  • Classroom activities with competitive or collaborative elements
  • Physical games involving counting, measuring, or timing
  • Digital or interactive games designed for practice

What distinguishes a maths game from a worksheet is how learning occurs. Games typically involve decision-making, feedback, and repetition embedded within play.

Alignment with the UK National Curriculum

KS1 Expectations (Ages 6–7)

At KS1, the curriculum focuses on:

  • Counting, reading, and writing numbers
  • Addition and subtraction within 20, progressing to 100
  • Basic multiplication and division concepts
  • Simple fractions (halves and quarters)
  • Shape recognition and basic measures

Maths games at this stage should prioritise:

  • Concrete representations (objects, counters, visual aids)
  • Oral reasoning and explanation
  • Short, focused activities

Games that rely heavily on speed or abstract symbols may not be appropriate for all KS1 pupils.

KS2 Expectations (Ages 7–11)

At KS2, pupils are expected to develop:

  • Fluency in the four operations
  • Understanding of fractions, decimals, and percentages
  • Reasoning and problem-solving skills
  • Knowledge of geometry, measurement, and statistics

Games at this stage can be more complex and may involve:

  • Strategic thinking
  • Multi-step calculations
  • Mathematical language and justification

The key consideration is whether the game supports curriculum-relevant learning rather than surface-level engagement.

Educational Benefits of Maths Games

When used appropriately, maths games can offer several educational advantages.

Supporting Fluency Through Repetition

Many mathematical skills, such as number bonds or times tables, require frequent practice. Games can provide repetition in a less repetitive-feeling format, which may improve persistence.

Encouraging Mathematical Talk

Games often prompt children to explain choices, compare strategies, or justify answers. This aligns with curriculum emphasis on reasoning and use of mathematical language.

Reducing Maths Anxiety

For some children, games create a lower-pressure environment. Mistakes may feel less consequential when framed within play, which can support confidence-building.

Enabling Differentiation

Games can often be adapted by:

  • Changing number ranges
  • Modifying rules
  • Adjusting time limits or scaffolds

This allows teachers and parents to tailor challenge levels without changing the core activity.

Limitations and Risks to Be Aware Of

Despite their benefits, maths games are not universally effective and can present challenges.

Risk of Superficial Learning

Some games prioritise speed or guessing over understanding. Without guidance, children may learn to “win” rather than to think mathematically.

Unequal Participation

In group games, confident pupils may dominate while quieter children disengage. Careful structuring is required to ensure inclusion.

Overemphasis on Competition

Competitive formats can motivate some learners but discourage others, particularly those with lower confidence in maths.

Screen Time Considerations

Digital games, while convenient, contribute to overall screen exposure. Balance with hands-on and discussion-based activities is important, especially at home.

Using Maths Games Effectively: What Parents and Teachers Need to Know

Choosing Appropriate Maths Games

Selecting a suitable maths game requires more than checking age labels. Consider the following criteria.

Key Questions to Ask

  • Does the game align with current learning objectives?
  • Does it require genuine mathematical thinking?
  • Can progress or understanding be observed?
  • Is feedback clear and accurate?

Table: Matching Game Types to Learning Goals

Learning GoalSuitable Game Characteristics
Number fluencyShort rounds, repeated calculations
Reasoning and problem-solvingOpen-ended choices, multiple strategies
Concept introductionVisual models, manipulatives, guided play
ConsolidationFamiliar rules, increasing challenge

Games should serve a specific purpose, not simply fill time.

Using Maths Games in the Classroom

Integrating Games into Lessons

In school settings, maths games are most effective when they are:

  • Clearly linked to lesson objectives
  • Introduced with explicit expectations
  • Followed by reflection or discussion

Games may be used as:

  • Starters to activate prior knowledge
  • Guided practice during a lesson
  • Consolidation tasks after instruction

Classroom Management Considerations

Teachers should plan for:

  • Group size and composition
  • Time limits
  • Clear rules and success criteria

Without structure, games can quickly become noisy or unfocused, reducing their educational value.

Using Maths Games at Home

Parents often wish to support maths learning without creating tension or pressure. Games can help, provided expectations are realistic.

Practical Guidance for Parents

  • Focus on enjoyment alongside learning
  • Encourage explanation, not just answers
  • Avoid correcting every mistake immediately
  • Keep sessions short and positive

It is not necessary for parents to replicate school lessons. The goal is to reinforce confidence and familiarity with numbers.

Home Learning Balance

Games should complement, not replace:

  • Reading
  • Homework set by school
  • Real-life maths experiences (shopping, cooking, measuring)

The Role of Adults During Maths Games

Whether at home or in school, adult involvement is critical.

Observing and Questioning

Adults can support learning by asking questions such as:

  • “How did you work that out?”
  • “Is there another way?”
  • “What do you notice?”

These prompts encourage reflection and deepen understanding.

Knowing When to Step Back

Excessive intervention can undermine independence. Once a child understands the rules, allowing them to explore and make mistakes can be beneficial.

Using Maths Games Effectively: What Parents and Teachers Need to Know

Digital and Interactive Maths Games: A Balanced View

Interactive or digital maths games can offer:

  • Immediate feedback
  • Adaptive difficulty
  • Accessibility for independent practice

However, limitations include:

  • Reduced opportunity for discussion
  • Potential focus on speed over reasoning
  • Dependence on technology access

Digital games are most effective when combined with adult discussion and non-digital learning experiences.

Assessing Impact and Progress

Games should contribute to learning outcomes. Signs that a maths game is effective include:

  • Improved accuracy over time
  • Increased confidence or willingness to attempt tasks
  • Ability to explain strategies used

If a child enjoys a game but shows no improvement or understanding, it may be necessary to reassess its value.

Key Takeaways

  • Maths games can support learning when aligned with curriculum goals
  • They are most effective as a complement to teaching, not a substitute
  • Adult guidance and reflection are essential
  • Not all games suit all learners or objectives
  • Balance and purpose are key to effective use

Frequently Asked Questions

Are maths games suitable for all children?
Maths games can benefit many children, but not all games suit every learner. Individual needs, confidence levels, and learning goals should guide selection.

How often should maths games be used?
There is no fixed rule. Games may be used regularly for practice, but should not dominate maths learning time.

Do competitive games harm learning?
Competition can motivate some children but discourage others. Cooperative or low-stakes formats are often more inclusive.

Can games replace traditional practice?
Games can support practice but should not fully replace structured teaching or written work, especially for developing formal methods.

Conclusion

Maths games occupy a valuable but carefully defined place within UK primary education. When chosen thoughtfully and used with clear purpose, they can enhance engagement, support fluency, and encourage positive attitudes towards mathematics. Their effectiveness depends not on novelty, but on alignment with learning objectives, appropriate adult support, and balanced use alongside other teaching methods.

For parents and teachers alike, the key is not whether to use maths games, but how and why they are used. With informed choices and realistic expectations, maths games can contribute meaningfully to children’s mathematical development during the crucial KS1 and KS2 years.

Emma holds a Master’s degree from University College London and has over 12 years of experience in teaching. She contributes to ensuring that Hit the Button aligns with UK school curriculum standards and supports children in developing their maths skills through interactive learning.

Emma Thompson, Hit The Button Maths UK education lead headshot